Forgejo #5. A new building gated behind a "Vessel Science" research node. Its own screen upgrades each vessel type - weapon, movement, shield and freight - and unlocks the shield vessel, which the ship crafter can then build. Vessel research is deliberately NOT more nodes in the mothership tree: that tree gates what may be built at all and is a strategic spine, while these are repeatable tuning on vessels already owned. Levels cost base * (level + 1), so the third point in something is not the price of the first. Upgrades are read live rather than baked in at build time, so researching one improves the ships already flying. The shield is personal, not a bubble: it absorbs a hit that would destroy the vessel - ships have no health, contact kills - and is then down until it cycles. Its ring is a NeonPiece child toggled with `visible` per #10, not a redraw of the hull. The build menu now holds six entries across three rows, which the #21 repacking already handles. Enemies still have no weapon, so "blocks shots" has nothing to block yet; that is filed separately rather than widened into this ticket. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
181 lines
5.7 KiB
GDScript
181 lines
5.7 KiB
GDScript
extends SceneTree
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# Headless gameplay test: run with
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# godot --headless -s res://tests/test_shield_vessel.gd
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# Forgejo #5: the shield vessel's shield absorbs a hit that would destroy any
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# other ship, and is then down until it cycles back up.
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#
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# The shield is PERSONAL - it protects the vessel carrying it and nothing
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# else. Ships have no health in this game: contact with an enemy or an
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# asteroid destroys them outright, so "absorbs a hit" means surviving the
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# collision that would otherwise have killed it.
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#
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# Verifies:
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# 1. an ordinary interceptor still dies to a rock (so the shield result
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# below means something)
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# 2. a shield vessel survives the same rock, and the rock is destroyed
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# 3. its shield is then DOWN - a second rock while it is cycling kills it,
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# or the shield would be permanent invulnerability
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# 4. the shield comes back on its own after the recharge time
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# 5. researched capacity lets it take more than one hit
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# 6. the recharge upgrade actually shortens the wait
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var game_state: Node
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var scene: Node
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var fleet: Node
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var interceptor: Node
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var shield_ship: Node
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var stage: int = 0
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var elapsed: float = 0.0
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func _initialize() -> void:
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game_state = root.get_node("GameState")
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game_state.buildings.clear()
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game_state.extractors.clear()
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game_state.transporters.clear()
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game_state.vessels_owed.clear()
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game_state.reset_progression()
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game_state.rocks = 2000
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scene = load("res://Main.tscn").instantiate()
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root.add_child(scene)
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fleet = scene.get_node("Fleet")
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func _rock_onto(ship: Node) -> void:
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var rock: Area2D = load("res://Asteroid.tscn").instantiate()
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rock.velocity = Vector2.ZERO
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rock.global_position = ship.global_position
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scene.add_child(rock)
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func _process(delta: float) -> bool:
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elapsed += delta
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match stage:
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0:
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scene.get_node("AsteroidField").set_process(false)
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scene.get_node("EnemySpawner").set_process(false)
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for a in get_nodes_in_group("asteroids"):
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if is_instance_valid(a):
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a.queue_free()
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fleet.spawn_ships(1, Vector2.ZERO)
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interceptor = fleet.ships[0]
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# Well clear of the interceptor, or one rock hits both.
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fleet.add_ship(GameState.VESSEL_SHIELD)
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shield_ship = fleet.ships[1]
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shield_ship.position = Vector2(2000.0, 0.0)
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elapsed = 0.0
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stage = 1
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return false
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1:
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if elapsed < 0.2:
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return false
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if not shield_ship.has_shield():
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print("TEST_SHIELD_VESSEL: FAIL (a fresh shield vessel has no shield)")
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quit(1)
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return true
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# --- 1. the control: an interceptor dies --------------------
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_rock_onto(interceptor)
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elapsed = 0.0
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stage = 2
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return false
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2:
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if elapsed < 0.4:
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return false
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if is_instance_valid(interceptor):
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print("TEST_SHIELD_VESSEL: FAIL (an ordinary interceptor survived a rock - the test proves nothing)")
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quit(1)
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return true
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print("control: interceptor destroyed by a rock")
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# --- 2. the shield vessel survives it -----------------------
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_rock_onto(shield_ship)
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elapsed = 0.0
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stage = 3
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return false
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3:
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if elapsed < 0.4:
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return false
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if not is_instance_valid(shield_ship):
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print("TEST_SHIELD_VESSEL: FAIL (the shield did not absorb the hit)")
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quit(1)
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return true
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if shield_ship.has_shield():
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print("TEST_SHIELD_VESSEL: FAIL (shield still up after taking a hit - it never goes down)")
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quit(1)
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return true
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print("shield vessel survived, shield now down")
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# --- 3. defenceless while it cycles -------------------------
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_rock_onto(shield_ship)
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elapsed = 0.0
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stage = 4
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return false
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4:
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if elapsed < 0.4:
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return false
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if is_instance_valid(shield_ship):
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print("TEST_SHIELD_VESSEL: FAIL (survived a second hit with the shield down - it is just invulnerable)")
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quit(1)
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return true
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print("second hit while cycling destroyed it, as it should")
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# --- 4 + 5. recharge, and researched capacity ---------------
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game_state.vessel_levels["shd_hits"] = 1
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fleet.add_ship(GameState.VESSEL_SHIELD)
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shield_ship = fleet.ships[fleet.ships.size() - 1]
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shield_ship.position = Vector2(-2000.0, 0.0)
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elapsed = 0.0
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stage = 5
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return false
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5:
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if elapsed < 0.2:
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return false
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if shield_ship.shield_charges != game_state.shield_max_charges():
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print("TEST_SHIELD_VESSEL: FAIL (researched capacity %d, vessel has %d)" % [
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game_state.shield_max_charges(), shield_ship.shield_charges
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])
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quit(1)
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return true
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print("with Layered Emitters researched: %d charges" % shield_ship.shield_charges)
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_rock_onto(shield_ship)
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elapsed = 0.0
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stage = 6
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return false
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6:
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if elapsed < 0.4:
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return false
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if not is_instance_valid(shield_ship) or not shield_ship.has_shield():
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print("TEST_SHIELD_VESSEL: FAIL (a two-charge shield did not survive one hit with a charge left)")
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quit(1)
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return true
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print("two-charge shield took a hit and is still up (%d left)" % shield_ship.shield_charges)
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# --- 6. the recharge upgrade shortens the wait --------------
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var slow: float = game_state.shield_recharge_time()
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game_state.vessel_levels["shd_recharge"] = 2
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var fast: float = game_state.shield_recharge_time()
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print("recharge %.1fs -> %.1fs with Fast Cycling" % [slow, fast])
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if fast >= slow:
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print("TEST_SHIELD_VESSEL: FAIL (the recharge upgrade did not shorten the wait)")
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quit(1)
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return true
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# --- 4. it really does come back ----------------------------
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shield_ship.shield_charges = 0
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shield_ship.shield_recharge_left = 0.15
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elapsed = 0.0
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stage = 7
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return false
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7:
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if elapsed < 0.6:
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return false
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if not shield_ship.has_shield():
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print("TEST_SHIELD_VESSEL: FAIL (the shield never cycled back up)")
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quit(1)
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return true
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print("shield cycled back up on its own")
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print("TEST_SHIELD_VESSEL: PASS")
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quit(0)
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return true
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return false
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